Profile of BeastHunter
Post History of BeastHunter
Thread: Does anyone use Hull Down?10 Sep 2018, 10:24 AM
The Command p4 is quite nice against infantry i usually use it if i need lategame antiinfantry units and either don't need antiair or already have an ostwind in my opinion the sommnd p4 is a great addition to the elefant as it gives a vehicle wihout buildtime that allows the elefant to keep safe distance from infantry as it can spot and deter infantry. The 10% damage reduction buff is just a cherry on top and allows to take one extra tank shot or one extra rocket from rocket arty against infantry if you are lucky you might stand longer in mortar fire. |
Thread: Does anyone use Hull Down?9 Sep 2018, 18:05 PM
If i remember correctly the Festungsarmordoctrine the one with the Elefant had scopes and hulldown until it was changed to the recon plane as the scopes made it too strong. so it will probably never be changed back or added in a new commander. |
Thread: Does anyone use Hull Down?9 Sep 2018, 16:18 PM
Firing range, you need to support it with some kind of infantry in front or a 222 with vet2 / 251 with vet 3. Otherwise some mobile units are usually a nice addition. Otherwise you can let it only counterfire but that isn't optimal if you want to get the most out of your panther. I do not have any replays where anybody used hulldown but i will save them if i find some. |
Thread: Does anyone use Hull Down?9 Sep 2018, 08:57 AM
There are some players who use it in 3v3 there is a korean named "bong" (somewhere in top20 as ost) who only plays commanders with hulldown he usually starts with one hmg and an early sniper gets light vehicles and at guns as he needs them and tries to get a fast p5 that he hulls down to secure a safe space against all allied tds and other vehicles. The current buffs should be a range increase to 62.5 for panther and stug vs 60 for allied tds, and it should give some damage reduction but i do not know the exact values but it is usually enough to take some extra at gun shots depending on your tanks hp and if you also use the command p4 with the aura aswell. |
Thread: Feedback for Commander Revamppatch7 Sep 2018, 10:58 AM
If the price is adjusted accourdingly nothing speaks against the idea of making it better then the Raketenwerfer, the current problem is that the m42 is usually ineffective and inefficient - while the raketen can easily used in pairs and wipes out medium tanks in two volleys (it might be used in other scenarions aswell but this is just the most simple and effective way to use them). In: Lobby |
Thread: Commander Revamp Mod - OKW (Overwatch) vs USF (Armor)6 Sep 2018, 17:59 PM
The game didn't finish as my opponents computer crashed, but i think it is still a nice example of what the new 105 mm Bulldozer Sherman can and what he cannot do. In: Replays |
Thread: Feedback for Commander Revamppatch6 Sep 2018, 11:08 AM
The problem of the m42 light AT-gun isn't the price but the bleed and popcap it might be enough to scare of some light vehicles but in the lategame it becomes useless which goes against the principles of conserving units which scale and might get weaker with bigger and better counters but still work in combined arms if not focused or against lone squads or maybe function as antiair units. But the m42 can only scare light vehicles unless purchased in pairs so it isn't that costeffective early to justify its lategame performance. In: Lobby |
Thread: Feedback for Commander Revamppatch5 Sep 2018, 07:57 AM
I am a bit worried about all the merges of abilities just to make revamped commanders stronger some are pretty reasonable and justified like the conscript ppsh+hit the ground or ostheers trenches cover and tank traps for infantry (similar to vcoh rifleman defenses). But my problems are with merges or straight up better slots that started with the tankhunters atgun + tank camouflage that is straight up better then atgun camouflage although i can understand that change as two of the other commanders feature soviets heavy tanks namely the isu152 and the is2 that might be pretty strong with first strike buffs. The next problem i see lies in the m21 mortarhalftrack that has now been added to mechanized company as a part of the mechanized group that now consists of the WC51 dodge truck the m3 halftrack and the m21 mortar halftrack. This last point completely overshadows the infantry company that is now only better if it turns to lategame slugfests where the priest and the offmap artillery strike are needed, or allows some early game defensive plays with some mines or sandbags while mechanized company allows a whole lot of options like the combined arms that might be used in dire need to push back assaults and a lot of teching options with redraw and refit + endless light and medium vehicles. My last point which doesn't fit the point of merging slots but also consists of commander slots that seem unbalanced is the churchill crocodile as it exists in 2 different versions one coming at 12 cps for 600 mp 180 fuel (which seems a bit early or cheap for a better version of the churchill which costs 490 mp 160 fuel and has only better hp) and the other one coming with a flare at 13 cp for the price of 640 mp 230 fuel. As a conclusion i would like to see some consistency between the crocodiles and some solution for the mechanized groups and m21s maybe just add the dodge truck and m3 halftrack to the infantry company and allow them some more early game options aswell. In: Lobby |
Thread: how viable are sherman bulldozers?20 Aug 2018, 09:23 AM
If you mean the 105mm sherman from the armor company i would advice you usually to skip it as 2 scotts can do a similar job from farther range and do not lock you into an commander but if you wanna do a fun but micro-intensive strategy as usf you can play m10 wolverines and m8 scotts and just spam a lot vehicles in the lategame depending on your needs obviously. |
Thread: USF needs more AT options.19 Aug 2018, 23:02 PM
If the scotts are a decent AT option vet2 pack howies should count aswell. In: Strategy Desk |
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